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20 #include <basegfx/vector/b3dvector.hxx>
21 #include <basegfx/matrix/b3dhommatrix.hxx>
25 B3DVector
& B3DVector::normalize()
27 double fLen(std::hypot(mnX
, mnY
, mnZ
));
29 if(!::basegfx::fTools::equalZero(fLen
))
31 const double fOne(1.0);
33 if(!::basegfx::fTools::equal(fOne
, fLen
))
50 B3DVector
B3DVector::getPerpendicular(const B3DVector
& rNormalizedVec
) const
52 B3DVector aNew
= cross(*this, rNormalizedVec
);
57 B3DVector
& B3DVector::operator*=( const ::basegfx::B3DHomMatrix
& rMat
)
59 const double fTempX( rMat
.get(0,0)*mnX
+ rMat
.get(0,1)*mnY
+ rMat
.get(0,2)*mnZ
);
60 const double fTempY( rMat
.get(1,0)*mnX
+ rMat
.get(1,1)*mnY
+ rMat
.get(1,2)*mnZ
);
61 const double fTempZ( rMat
.get(2,0)*mnX
+ rMat
.get(2,1)*mnY
+ rMat
.get(2,2)*mnZ
);
69 B3DVector
operator*( const ::basegfx::B3DHomMatrix
& rMat
, const B3DVector
& rVec
)
71 B3DVector
aRes( rVec
);
76 bool areParallel( const B3DVector
& rVecA
, const B3DVector
& rVecB
)
78 // i think fastest is to compare relations, need no square or division
79 if(!fTools::equal(rVecA
.getX() * rVecB
.getY(), rVecA
.getY() * rVecB
.getX()))
82 if(!fTools::equal(rVecA
.getX() * rVecB
.getZ(), rVecA
.getZ() * rVecB
.getX()))
85 return fTools::equal(rVecA
.getY() * rVecB
.getZ(), rVecA
.getZ() * rVecB
.getY());
88 } // end of namespace basegfx
90 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */